3. Is it possible to summon a pet which is immediately summon interactive NPCs, when I desummon my pet, it disappears together with NPC? Pet( or NPC) should be invisible and immobile.I tried to do something like that. But the system "Master-Minion" does not allow to call interactive mob. Maybe there is some other way... :(
2. There is a way to generate an item and immediately get it in inventory, like a reward for a quest?I could have use a "fishing hole system", but I do not understand how it works.
1. Is it possible to create a "text cloud" over a character head?Technically, it is likely possible, but I do not know how to realize this.
The idea is that a character had the ability to express their thoughts and comments.
3. Is it possible to summon a pet which is immediately summon interactive NPCsIs it possible to summon a NPC which automatically speak with the character?
1. Is it possible to create a "text cloud" over a character head?
3. Is it possible to summon a pet which is immediately summon interactive NPCs
[EFFECT]
<STRING>EFFECT:KEFFECT_TYPE_DAMAGE_TAKEN
<STRING>NAME:DAMAGE TAKEN
<TRANSLATE>GOODDES:[DMGTYPE] Damage Taken reduced by [VALUE]
<TRANSLATE>GOODDESOT:[DMGTYPE] Damage Taken reduced by [VALUE] for [DURATION]
<TRANSLATE>BADDES:[DMGTYPE] Damage Taken increased by [VALUE]
<TRANSLATE>BADDESOT:[DMGTYPE] Damage Taken increased by [VALUE] for [DURATION]
<INTEGER>MINVAL:20
<INTEGER>MAXVAL:-20
<STRING>VALUE1:MIN
<STRING>VALUE2:MAX
<STRING>VALUE3:NA
<STRING>VALUE4:NA
<STRING>VALUE5:NA
<STRING>TYPE:Value
<INTEGER>DISPLAYPRECISION:0
<FLOAT>DISPLAYPRECISIONMAXVAL:0
<BOOL>AFFIX_MODIFIES:true
[/EFFECT]Hey Kva. Is there such a variable? All other bare-handed fighter mods ive seen use a weapon like fist-wrappings or something to give the damage...I do not know Pha, but it would be nice to have a real bare-handed damage. :)
Unarmed damage can be set in Unit Editor/Players.Hehe, it's that simple. :) Thanks.
If you wanted to give bonuses only while unarmed you'd have to create a passive skill that has a left/right hand requirement of NONE. Of course, that would work as long as one hand remained unarmed. It might be possible to require both by setting the dual-wield requirement, but it might not work if dual wielding is defined as having two melee weapons, two wands or two pistols.Well, it seems to make a monk without weapons will be difficult, but we have fists for this. In addition, we can add kicks-animations for fists and character will be able to fight punching and kicking.
Is there a way to NPC automatically entered into conversation with the Character(interacts with the Character)?It does not matter already, I decided to to abandon some ideas. :)
If you want the Item Combiner to vanish/walk away/die after being interacted with, try taking a look at the UI layout for the Enchanter - there's a controller in there with a setting to make the NPC walk away when the UI is closedOh, I did not know that these menus have this controllers. I have seen such in TL1 in Town.
but causes some bugs if you kill the creature after it has transformed which will need fixing, but definitely doable.Some bugs with death animation and particles?
For a text cloud over a characters head there are two ways. First would be in a layout file, get the NPC to pass_self then set it to have a dialog.But I need such clouds for a playable character. :( It seems this should be done in a location or in props - add a trigger that would have caused a new menu (suitable cloud over head).
If you want an item to go directly into the players inventory, again set up a dummy quest with only that item as the reward and use a Quest Controller to force complete of the quest - the result is that the item drops straight into the players inventory or falls onto the ground if the inventory is full.Oh, this is really cool! I must do it. :)
again set up a dummy quest with only that item as the reward and use a Quest Controller to force complete of the questThis works only for or I can run it a different way (skill, UI controller)?
Hey Kva, if you want to emulate the player character saying something, why don't create a text box like the old RPG box.
You could make a new UI layout that is effectively invisible to the player but has a Quest Description Controller in itWhat kind of events can be tracked? Sorry for the stupid questions, but I have no experience with quests. :-[ And you are the most advanced in this.
For your item combiner, I don't think it actually has to be able to walk - I'm sure the UI controller just makes it vanish anyway, you'd have to try that one.Well, it seems that this is very important. I did some research and found that only moving characters can "disappear". They are looking for some kind of boundary in a location, and there is triggered the disappearance(I think it's hardcoded). If NPCs does not move (as in towns), they can`t "walking away".
I think the bug with the the polymorph is caused when the unit the monster transforms into does not have a death animation. I only got the bug when I transformed an enemy into something and killed it before it transformed back. It could be that if both units have the same armor, health etc then the bug may not happen.Need to do more experiments with it. I like this idea, this is a classic magic! :)
I did get a speech bubble to appear on the player once by using a dialog in a layout file but it happened by accident and I'm not sure how I did it. I will have another try, but it seems the game is not designed for this :(I hope this is accidental event happens to me. :D
Hey Kva, if you want to emulate the player character saying something, why don't create a text box like the old RPG box.
You could use a controler to have the Character Class icon, and the name show... or something like that. :)
If you want an item to go directly into the players inventory, again set up a dummy quest with only that item as the reward and use a Quest Controller to force complete of the quest - the result is that the item drops straight into the players inventory or falls onto the ground if the inventory is full.I tried it today. Yes, it works! :)
Here is how to make the item combiner unit die/disappear after you close the menu:Thanks for the hint, Chthon. :)
0. Create a custom stat with a default value of 0.
1. Give the item combiner unit a looping passive skill.
2. In the EVENT START block make an affix block that applies a KILL/FADE OUT/SET MESH INVISIBLE effect to itself. (Don't use an EFFECTS block because weird stuff happens with EFFECTS blocks and statwatchers.)
3. Stick a statwatcher on the affix block so that it only applies if the custom stat is set to 1.
4. Go into your UI layout.
5. Add a STAT OPERATOR that sets the custom stat to 1.
6. Add a logic group. Within the logic group, connect the CLICKED or MBUTTON UP output on every button that can close the menu to the OPERATE input on the stat operator.
Result: When you click the button(s), the custom stat on the combiner unit will get set to 1; then the next time the passive skill loops, the statwatcher evaluates to true, and the affix gets applied making the unit go bye-bye.
It's the same basic principle as the FreeSpec mod (http://clockworkcore.org/modindex.html#freespec), so you could take that apart as an example to work with.
In fact, in its most general form, this method allows you to use a UI element to do anything that can be done by adding an affix to a unit.
How I can reset the Quest to use it again?It looks like I found a solution:
It looks like I found a solution:Well, it's sad, but it looks like it is not working. :( Now the quest system works differently than before. I can`t make a repeatable quest.
<BOOL>REPEATABLE:true
This string I spied in TL1 quest - bardRandom.dat
I need to try it. :)
Take a look at the bounty board quests.Thanks Chthon.
Thought: Perhaps the best way to paper over the "need to re-enter the area" requirement would be a loop like this:I tried to make "the loop" earlier, but I used only 2 quest: QuestA & QuestB
Would it be possible to duplicate the behaviour of randomly spawned enchanters? Where they will walk away and dissapear after you use them? I cant figure out where that behaviour is set though..I never thought about it. As I remember, DeeZire wrote it depends on chunks.
If yes, maybe the Player can put an affix on the Recycler and the affix has a specific range. So if the player has moved away, the Recycler won't get the affix.Well, I do not want to do the Hero more complex with unnecessary affixes.
Then the Recycler justs checks if it has the affix. If not, it will kill itself.
Recycler cast the skill with two different effects:
1) Heal yourself for each friendly target(or only for Hero) in area (+HP in 10 sec)
2) Hurt yourself (-HP in 10 sec)
1 = 2
I think that will work.Well, I hope that such skill is possible. You know, I'm not so good with skills. I can do something simple, but not like that.
Would it be possible to duplicate the behaviour of randomly spawned enchanters? Where they will walk away and dissapear after you use them? I cant figure out where that behaviour is set though...
Here's the general template for the skill versionHey gytfunke. :)
Hey Kva3i,
Hey Kva5i!
Hey Kva6i,:D You missed 4
So...Oh, I get it, this 2 skill work in pairs! :D
Oh, I get it, this 2 skill work in pairs! :D
---The custom stat should have a default of 1, max of 1, should decrement by -1 after 5 seconds and should refresh.These stats are working correctly? I created a similar, but I do not see that the value has changed over time. :-[
These stats are working correctly?It works, but a little unclear. :)
If u like to share the files for these skills, i will do what i can to try and help :)Here you are! :)
3. Create a hidden looping passive that applies SKILL DISABLE for every active skill with a duration slightly longer than its loop period -- unless that skill's respective stat equals 1.
(I'm not 100% sure in my memory that SKILL DISABLE works on players. If it doesn't SET SKILL COOLDOWN REMAINING would accomplish the same result.)
As soon as the player is out of range, the looping passive stops diabling the Kill Spell and the Recombiner "dies"...Yeah, that should work. :) Anyway, first it is necessary make a working "check" skill.
I forget, is this unit summoned or does he spawn on the map?This unit is an ordinary good/neutral NPC/monster it is not a "pet-type" summon unit.
This Steam Tech Recycler(Recombiner) determines how I should implement a starting location. If I implement this feature - it means that Steam Tech Recycler can be carried in inventory, if not - then it should be permanently placed in the starting area. It is very important for me.
Okay, that's how it should work:
1. Now my Steam Tech Recycler - is flying machine! :D Suddenly, right? But it solves all my problems.
2. Now you are upgrading Steam Tech Recycler in the camp. Cham Bucket The mechanic will help you.
3. You can summon this flying machine by remote control. After use, it flies away (as a standard Enchanter).
Now this is logical, convenient and realizable.